/*
Weapon RG6 Buldog Grenade Launcher by NiHiLaNTh.
Two fire modes swithable by right mouse button - instant explosion and bouncing!
Credits: KORD_12.7, Shapirlic, Arkshine, GordonFreeman(RU)
Only for HL and only under WeaponMod module!!!
Have Fun!
*/
/* AMX Mod X
* 6G30 aka RG6.
*
* http://aghl.ru/forum/ - Russian Half-Life and Adrenaline Gamer Community
*
* This file is provided as is (no warranties)
*/
#pragma semicolon 1
#pragma ctrlchar '\'
#include <amxmodx>
#include <hamsandwich>
#include <hl_wpnmod>
#include <xs>
// Plugin settings
#define PLUGIN "6G30 aka RG-6"
#define VERSION "1.3a_aghlru"
#define AUTHOR "NiHiLaNTh" // Modification for aghl.ru by KORD_12.7
// Weapon settings
#define WEAPON_NAME "weapon_6g30"
#define WEAPON_SLOT 2
#define WEAPON_POSITION 3
#define WEAPON_PRIMARY_AMMO "ARgrenades"
#define WEAPON_PRIMARY_AMMO_MAX 10
#define WEAPON_SECONDARY_AMMO "" // NULL
#define WEAPON_SECONDARY_AMMO_MAX -1
#define WEAPON_MAX_CLIP 6
#define WEAPON_DEFAULT_AMMO 6
#define WEAPON_FLAGS 0
#define WEAPON_WEIGHT 20
#define WEAPON_DAMAGE 100.0
// Hud
#define WEAPON_HUD_TXT "sprites/weapon_6g30.txt"
#define WEAPON_HUD_SPR "sprites/weapon_6g30.spr"
#define WEAPON_CROSSHAIR "sprites/rgcross.spr"
// Models
#define MODEL_WORLD "models/w_rg6.mdl"
#define MODEL_VIEW "models/v_rg6.mdl"
#define MODEL_PLAYER "models/p_rg6.mdl"
// Sounds
#define SOUND_FIRE "weapons/rg6/fire1.wav"
#define SOUND_RELOAD_0 "weapons/rg6/start.wav"
#define SOUND_RELOAD_1 "weapons/rg6/reload.wav"
#define SOUND_RELOAD_2 "weapons/rg6/next.wav"
#define SOUND_RELOAD_3 "weapons/rg6/end.wav"
// Grenade velocity
#define GRENADE_VELOCITY 1500
#define GRENADE_CLASSNAME "rg6grenade"
// Animation
#define ANIM_EXTENSION "gauss"
// Animation Sequence
enum _:eRG6
{
RG6_IDLE = 0,
RG6_HOLSTER,
RG6_DRAW,
RG6_SHOOT,
RG6_RELOAD1,
RG6_RELOAD2,
RG6_RELOAD3
};
#define SET_SIZE(%0,%1,%2) engfunc(EngFunc_SetSize,%0,%1,%2)
new g_iszGrenadeClassName;
//**********************************************
//* Precache resources *
//**********************************************
public plugin_precache()
{
PRECACHE_MODEL(MODEL_VIEW);
PRECACHE_MODEL(MODEL_WORLD);
PRECACHE_MODEL(MODEL_PLAYER);
PRECACHE_SOUND(SOUND_FIRE);
PRECACHE_SOUND(SOUND_RELOAD_0);
PRECACHE_SOUND(SOUND_RELOAD_1);
PRECACHE_SOUND(SOUND_RELOAD_2);
PRECACHE_SOUND(SOUND_RELOAD_3);
PRECACHE_GENERIC(WEAPON_HUD_TXT);
PRECACHE_GENERIC(WEAPON_HUD_SPR);
PRECACHE_GENERIC(WEAPON_CROSSHAIR);
g_iszGrenadeClassName = engfunc(EngFunc_AllocString, GRENADE_CLASSNAME);
}
//**********************************************
//* Register weapon. *
//**********************************************
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
new iRG6 = wpnmod_register_weapon
(
WEAPON_NAME,
WEAPON_SLOT,
WEAPON_POSITION,
WEAPON_PRIMARY_AMMO,
WEAPON_PRIMARY_AMMO_MAX,
WEAPON_SECONDARY_AMMO,
WEAPON_SECONDARY_AMMO_MAX,
WEAPON_MAX_CLIP,
WEAPON_FLAGS,
WEAPON_WEIGHT
);
wpnmod_register_weapon_forward(iRG6, Fwd_Wpn_Spawn, "CRG6__Spawn" );
wpnmod_register_weapon_forward(iRG6, Fwd_Wpn_Deploy, "CRG6__Deploy" );
wpnmod_register_weapon_forward(iRG6, Fwd_Wpn_Idle, "CRG6__WeaponIdle" );
wpnmod_register_weapon_forward(iRG6, Fwd_Wpn_PrimaryAttack, "CRG6__PrimaryAttack" );
wpnmod_register_weapon_forward(iRG6, Fwd_Wpn_SecondaryAttack, "CRG6__SecondaryAttack" );
wpnmod_register_weapon_forward(iRG6, Fwd_Wpn_Reload, "CRG6__Reload" );
wpnmod_register_weapon_forward(iRG6, Fwd_Wpn_Holster, "CRG6__Holster" );
}
//**********************************************
//* Weapon spawn. *
//**********************************************
public CRG6__Spawn(const iItem)
{
// Setting world model
SET_MODEL(iItem, MODEL_WORLD);
// Give a default ammo to weapon
wpnmod_set_offset_int(iItem, Offset_iDefaultAmmo, WEAPON_DEFAULT_AMMO);
}
//**********************************************
//* Deploys the weapon. *
//**********************************************
public CRG6__Deploy(const iItem, const iPlayer, const iClip)
{
return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER, RG6_DRAW, ANIM_EXTENSION);
}
//**********************************************
//* Called when the weapon is holster. *
//**********************************************
public CRG6__Holster(const iItem)
{
// Cancel any reload in progress.
wpnmod_set_offset_int(iItem, Offset_iInSpecialReload, 0);
}
//**********************************************
//* The main attack of a weapon is triggered. *
//**********************************************
public CRG6__PrimaryAttack(const iItem, const iPlayer, iClip)
{
Grenade_Fire(iItem, iPlayer, false, iClip);
}
public CRG6__SecondaryAttack(const iItem, const iPlayer, iClip)
{
Grenade_Fire(iItem, iPlayer, true, iClip);
}
//**********************************************
//* Displays the idle animation for the weapon.*
//**********************************************
public CRG6__WeaponIdle(const iItem, const iPlayer, const iClip, const iAmmo)
{
wpnmod_reset_empty_sound( iItem );
if( wpnmod_get_offset_float( iItem, Offset_flTimeWeaponIdle ) > 0.0 )
{
return;
}
new fInSpecialReload = wpnmod_get_offset_int( iItem, Offset_iInSpecialReload );
if( !iClip && !fInSpecialReload && iAmmo )
{
CRG6__Reload( iItem, iPlayer, iClip, iAmmo );
}
else if( fInSpecialReload != 0 )
{
if( iClip != WEAPON_MAX_CLIP && iAmmo )
{
CRG6__Reload( iItem, iPlayer, iClip, iAmmo );
}
else
{
// reload debounce has timed out
wpnmod_send_weapon_anim( iItem, RG6_RELOAD3 );
wpnmod_set_offset_int( iItem, Offset_iInSpecialReload, 0 );
wpnmod_set_offset_float( iItem, Offset_flTimeWeaponIdle, 1.5 );
}
}
}
//**********************************************
//* Called when the weapon is reloaded. *
//**********************************************
public CRG6__Reload(const iItem, const iPlayer, const iClip, const iAmmo)
{
if(iAmmo <= 0 || iClip == WEAPON_MAX_CLIP)
{
return;
}
// don't reload until recoil is done
if (wpnmod_get_offset_float(iItem, Offset_flNextPrimaryAttack) > 0.0)
{
return;
}
switch (wpnmod_get_offset_int(iItem, Offset_iInSpecialReload))
{
case 0:
{
wpnmod_send_weapon_anim( iItem, RG6_RELOAD1 );
wpnmod_set_offset_int( iItem, Offset_iInSpecialReload, 1 );
wpnmod_set_offset_float( iItem, Offset_flTimeWeaponIdle, 0.5 );
wpnmod_set_offset_float( iItem, Offset_flNextPrimaryAttack, 1.0 );
wpnmod_set_offset_float( iItem, Offset_flNextSecondaryAttack, 1.0 );
}
case 1:
{
if( wpnmod_get_offset_float( iItem, Offset_flTimeWeaponIdle ) > 0.0 )
return;
// was waiting for gun to move to side
wpnmod_set_offset_int( iItem, Offset_iInSpecialReload, 2 );
emit_sound( iPlayer, CHAN_ITEM, SOUND_RELOAD_1, VOL_NORM, ATTN_NORM, 0, PITCH_NORM );
wpnmod_send_weapon_anim( iItem, RG6_RELOAD2 );
wpnmod_set_offset_float( iItem, Offset_flTimeWeaponIdle, 1.25 );
}
default:
{
wpnmod_set_offset_int( iItem, Offset_iClip, iClip + 1 );
wpnmod_set_player_ammo( iPlayer, WEAPON_PRIMARY_AMMO, iAmmo - 1 );
wpnmod_set_offset_int( iItem, Offset_iInSpecialReload, 1 );
}
}
}
//**********************************************
//* Launch a contact grenade. *
//**********************************************
Grenade_Fire(const iItem, const iPlayer, const iToss, iClip)
{
if (pev(iPlayer, pev_waterlevel) == 3 || iClip <= 0)
{
wpnmod_play_empty_sound(iItem);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.15);
wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 0.15);
return;
}
new Float: vecOrigin[3];
new Float: vecVelocity[3];
wpnmod_send_weapon_anim(iItem, RG6_SHOOT);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_set_offset_int(iItem, Offset_iClip, iClip -= 1);
wpnmod_set_offset_int(iItem, Offset_iInSpecialReload, 0);
wpnmod_set_offset_int(iPlayer, Offset_iWeaponVolume, NORMAL_GUN_VOLUME);
wpnmod_set_offset_int(iPlayer, Offset_iWeaponFlash, BRIGHT_GUN_FLASH);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.35);
wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 0.35);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, (iClip != 0) ? 5.0 : 0.75);
set_pev(iPlayer, pev_punchangle, Float:{ -7.0, -0.0, 0.0 });
set_pev(iPlayer, pev_effects, pev(iPlayer, pev_effects) | EF_MUZZLEFLASH);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, 0.9, ATTN_NORM, 0, PITCH_NORM);
velocity_by_aim(iPlayer, GRENADE_VELOCITY, vecVelocity);
wpnmod_get_gun_position(iPlayer, vecOrigin, .flUpScale = -2.0);
if (iToss)
{
state stTimedGrenade;
}
else
{
state stContactGrenade;
}
LaunchGrenade(iPlayer, vecOrigin, vecVelocity);
}
LaunchGrenade(const iPlayer, const Float: vecOrigin[3], const Float: vecVelocity[3]) <stContactGrenade>
{
new iGrenade = wpnmod_fire_contact_grenade(iPlayer, vecOrigin, vecVelocity);
if (pev_valid(iGrenade))
{
set_pev(iGrenade, pev_dmg, WEAPON_DAMAGE);
set_pev_string(iGrenade, pev_classname, g_iszGrenadeClassName);
}
}
LaunchGrenade(const iPlayer, const Float: vecOrigin[3], const Float: vecVelocity[3]) <stTimedGrenade>
{
new iGrenade = wpnmod_fire_timed_grenade(iPlayer, vecOrigin, vecVelocity);
if (pev_valid(iGrenade))
{
set_pev(iGrenade, pev_dmg, WEAPON_DAMAGE);
set_pev(iGrenade, pev_avelocity, Float: {300.0, 300.0, 300.0});
set_pev_string(iGrenade, pev_classname, g_iszGrenadeClassName);
SET_MODEL(iGrenade, "models/grenade.mdl");
SET_SIZE(iGrenade, Float: {-4.0, -4.0, -4.0}, Float: {4.0, 4.0, 4.0});
}
}